﻿//vs
//#version 150

in vec3 inPosition;

uniform mat4 mvpMat;

void main() {
    gl_Position = mvpMat * vec4(inPosition, 1.0);
}

//fs
//#version 150

uniform vec3 color = vec3(1, 1, 1);

out vec4 outColor;

void main() {
    if (int(gl_FragCoord.x + gl_FragCoord.y) % 2 == 1) discard;

    outColor = vec4(color, 1.0);
}
